"Tony
Since Rob is posting his suggestions, I thought I'd post mine. Unlike Rob, I don't have specific feature-by-feature suggestions to present; what I DO have are the ideas I have about what would make the game addictive for me.
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[*]Drivers. Right now, drivers are faceless, soulless puzzle pieces. You pick the one with the best stats available, then run with them until they either run out of health or you level up. Then you throw them away like used napkins. The best manager games I have found have given the player the illusion that their players/drivers/etc. behave like real people. I would eventually like to see a system which deepens the manager-to-driver interaction experience. I want to be able to screen drivers based on intangibles as well as tangible stats. I want their "personalities" to mean something in terms of the overall team chemistry. I want to feel a sense of accomplishment if I sign a young driver and nurture his career. Etc.
[*]Team Investment. We're all trying to build racing dynasties, so in a sense following the step-by-step "buy this facility," "upgrade this part," etc. philosophy over time is valid. BUT - everyone currently follows the same path. There is no deviation or variation. And once you hit a certain level, there is nowhere else to go. There needs to be a way to simulate the art of KEEPING your dynasty once it's built, or else people will get tired of the game quickly.
[*]Customization. At this stage of the game I understand that options are limited. But value for subscribers correlates with the amount by which a user can personalize his gameplay experience. The more we can make our teams look and behave the way we want, the more likely it is that we'll pay for the privilege.
[*]Gameplay depth. Maybe it should be league dependent, but some of us are interested in making the gameplay experience more involved, such as hiring test drivers, establishing additional teams in lower levels (without having to create and pay for a new account) to simulate, say, an F1 team which starts a GP2 "development" team, and so forth. Creating more depth drives up interest and shelf-life of the game.
[*]Chance. Right now, teams only DNF if a part fails or if they run out of gas. What about driver error? What about "acts of God"? It's stuff like that that lets the "minnows" succeed on occasion when the big boys fall short. Need more of this, especially in the top levels where teams are maxed out.
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Drivers. Drivers eventually will have several personality traits when in time they become relevant to the game itself, that being when the game has achieved enough advancement in more important areas. Firstly we are focusing on eliminating linear progression from the game which would not include drivers at this time as such DNF decisions are not included as of yet. But in time, we can look forward to that.
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Team Investment There is currently an overhaul on Team Progression, particularly in R&D and Suppliers where there will be several researches to choose from such as several different front wing packages, each with their advantages and disadvantages to each other, then you can upgrade specific attributes towards those Components to improve them, thus creating a long but choosable development, such as a Choosing to work on a HIgh Downforce Component would benefit you more when racing at circuits such as Monaco, where Aerodynamic packages would benefit more on circuits like Monza. Then we have the suppliers who will have alternating stats per season, and relationships with suppliers would effect the performance of those particular items.
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Customization there is a few bits of customization, some of it are not part of the game itself, sometimes even with a roleplay effect. The game needs to attrach P2P services which would interest players to subscribing, so that the game may benefit and grow. Without which, this game would have a very short life.
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Gameplay Depth many of which has been suggested and thumbed up, I would advise you to take plenty of time and browse the suggestions forum. Many of which are on the Pipeline to be implimented, but iGP has a small Management team and work can only be done so fast. This game isn't even a year old yet.
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Chance While I am not a fan of RnG, it still adds spice to the game, DNF has been argued to be very frustrating to deal with if your engine suddenly pops out of the back of your car, especially during crucial moments, some careful planning to make sure some issues do not break a player's progression. You would consider the Car's health to be a factor, such as overused parts instead of deteriorated health bars instead. Using the same suspension for several races instead of a 100% to 0% meter, we can use a component test to produce a result of 'Perfect Working Order', 'Working Order', 'Worn Component', 'Tiring Component', or 'Unusable Component'. Instead of knowing, "Component has 22% health left, this will last me another race," It can be said that it's a good idea to be replaced soon. Also you can have things like Compatability with the Component packages as they interact with each other, a Low Downforce rear and high downforce front would have tremendous oversteer problems, or brakes with not enough cooling would increase brake wear to a point where they are damaged.
All of which however are in the Pipeline, you just have to wait and be part of the game as it grows.
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As for leagues, let them play in small groups if they wish, we cannot force them to play in big leagues, even then, iGPmanager has an interactive race environment and different timezones are required as such. For myself, I want a 2-car, 100% League starting at 9pm which atleast 3 of the top 20 in it. The too many league issues, I view it rather selfish on the complainer's part.